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Question by TimmyRB · Nov 29, 2016 at 09:01 PM · unity 5rotationtransformaiwaitforseconds

Endlessly Spinning Drone

I Have a Drone that I want to Wander when not following the player but when I enable Wander It just spins around in circles and moves violently around the map. I tried getting it to wait after it moves so it moves better but that didn't seem to have affected it. Any Suggestions?

 using UnityEngine;
 using System.Collections;
 
 public class ai_followPlayer : MonoBehaviour {
     public Transform Player;
     public float MoveSpeed = 4;
     public float MaxDist = 10;
     public float MinDist = 5;
     public bool Wander;
     public float walkSpeed;
     public float seconds;
 
 
 
 
 
 
     void Start()
     {
         StartCoroutine(wait());
     }
 
     void Update()
     {
         if (Wander)
             walk();
         else
         transform.LookAt(Player);
 
         if (Vector3.Distance(transform.position, Player.position) >= MinDist)
         {
 
             transform.position += transform.forward * MoveSpeed * Time.deltaTime;
 
 
 
             if (Vector3.Distance(transform.position, Player.position) <= MaxDist)
             {
 
             }
 
         }
     }
 
     void walk()
     {
         float turnAmount = Random.Range(-360, 360);
         transform.Rotate(0, turnAmount, 0);
         transform.position += transform.forward * Time.deltaTime * walkSpeed;
         wait();
     }
 
     IEnumerator wait()
     {
         yield return new WaitForSeconds(seconds);
     }
 }

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Answer by conman79 · Nov 29, 2016 at 10:42 PM

The main problem here is that you are setting a new rotation every Update() frame. You want to set a new rotation after a certain amount of time. Something like this:

  using UnityEngine;
  using System.Collections;
  
  public class ai_followPlayer : MonoBehaviour {
      public Transform Player;
      public float MoveSpeed = 4;
      public float MaxDist = 10;
      public float MinDist = 5;
      public bool Wander;
      public float walkSpeed;
      public float seconds;

      private float turnAmount = 0f;
  
      void Start()
      {
          StartCoroutine(SetNewRotation());
      }
  
      void Update()
      {
          if (Wander)
              walk();
          else
          transform.LookAt(Player);
  
          if (Vector3.Distance(transform.position, Player.position) >= MinDist)
          {
  
              transform.position += transform.forward * MoveSpeed * Time.deltaTime;
  
  
  
              if (Vector3.Distance(transform.position, Player.position) <= MaxDist)
              {
  
              }
  
          }
      }
  
      void walk()
      {
         
          transform.position += transform.forward * Time.deltaTime * walkSpeed;
          transform.Rotate(0, turnAmount, 0);
      }
  
      IEnumerator SetNewRotation()
      {
          while(true)
          {
               float turnAmount = Random.Range(-360, 360);
               yield return new WaitForSeconds(seconds);
          }
      }
  }


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